Staredit Network > Forums > SC2 Custom Maps > Topic: Harvesting Critters
Harvesting Critters
Aug 22 2010, 5:16 am
By: Temp  

Aug 22 2010, 5:16 am Temp Post #1



I've made a small test map for harvesting critters for resources (like AoE and other rts's). It is a decent implementation in this map but I am working on replicated AoE exactly (Kill unit, harvest corpse all with a gather command hopefully).

Attachments:
HarvestCritter.SC2Map
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Aug 23 2010, 10:39 am Sand Wraith Post #2

she/her

I have an idea on how you can implement your idea.

-A duplicate unit of the standard mineral field, "Corpse" is created; it's pretty much the same as a Mineral Field except for model, in that it looks like a corpse.
-A duplicate behaviour based on how Zerg buildings spawn Broodlings is created, except that instead of Broodlings, a Corpse is created; call it "Spawn Corpse".
-Give the "gatherable" critter units the "Spawn Corpse" behaviour.

This way, workers go out, are manually issued the Attack order to kill a critter, and then are ordered to gather from the Corpse.

I think that the downside of this is how many times the player has to order the worker, but I think it could still work. A workaround is that you can trigger the creation of the Corpse, so that you'll be able to pass some functions through and get the Killing Unit (SCV) to harvest Last Created Unit (Critter) from Event Unit Dies and Conditions (Dying Unit = Critter).

(IMHO, I think either of the ways I suggested are better alternatives, since what you've got so far is kinda... eleeuueugh. It'd be interesting, but it looks weird and it's weird that the SCVs just go out and auto-find more Critters...)

I could probably make a test map for both alternative routes for an AoE critter-gather effect, although my critters would be landed Vikings and when they die, they would drop scrap piles of metal or something, since I think that makes more sense...




Aug 27 2010, 3:05 am StormTemplar Post #3



But if you ever played the real AoE or any other similar game the villagers would auto gather anyway.



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[03:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[08:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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